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OldEnt

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Start on a developed research habitat with hydroponics and habitat technologies unlocked. Wait a month for the game to set the habitat up.

https://steamcommunity.com/sharedfiles/filedetails/?id=1961367151

Does not use civic slot. Supports all empire and species types. This includes Rogue Servitor, Hive Mind, Syncretic Evolution etc. Has no special habitability traits, modifiers and does not overwrite vanilla files. Should be compatible with pretty much everything.

Not compatible with achievements. Playable in multiplayer.

GitHub: https://github.com/OldEnt/stellaris-habitat-start-amaryllis

How: In the empire creation menu use Habitat start as your starting system or pick Technocracy of Man.

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Number and type of starting districts, buildings and technologies varies slightly depending on the empire and species type:
  • Habitat start empires are granted Habitat technology.
  • Empires with biological pops get Hydroponics technology and two Hydroponics Farms.
  • Lithoid empires get Mineral purification technology and one irreplacable Mineral purification plant.
  • Machine empires without biological pops get Habitat technology only.
  • Owning Lithoids as a secondary species does not grant Mineral purification.
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Habitat has:
  • At least one habitation district.
  • Two or three energy/commercial districts.
  • One research district instead of a research lab.
  • At most one cultural district instead of unity building.
  • One drone storage for machine empires.
  • At most one unity building.

Habitat has some Mineral and Alloy deposits which grant Miner jobs and a few alloys, just enough to keep the empire going.

Please report bugs and suggest balance or feature changes.

This (my first) mod is an ongoing project to learn Stellaris modding. Planned features include story campaign and diplomatic events for Human empires, integration with other mods and custom assets.

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Last edited:

OldEnt

Captain
45 Badges
Aug 12, 2019
455
564
  • Magicka
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Third Rome
  • Stellaris: Megacorp
  • Europa Universalis IV: Pre-order
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
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My Habitat start mod has received a major feature update: https://steamcommunity.com/sharedfiles/filedetails/?id=1961367151

Revision 2 (31/01/2020):

As it has always been, OE's Habitat Start is available for all empire and species types.

- Second stage of Voidborne ascension perk: Elysian Isles. Works similar to the Arcology perk, except for habitats. Enables conversion into Industrial, Foundry, Farming, or Fortress Habitat with specialised districts, at the expense of Generator, Mining and Research Districts (note that Machine empires will still be able to build Generator Districts).

- Added new civic: Children of the Void. Sets habitat habitability. Enables second stage of Voidborne ascension perk and grants access to unique technologies. Orbital Habitats have Captains (or Brain Synapses) who provide Empire unity output modifier which increases per habitat owned.

- Children of the Void does not grant habitat start - you can opt for that in the empire creation menu as previously. Until Federations come out I don't want to change that. We'll cross that bridge when we get there.

- Habitat Captains can be "upgraded" via new reserach options (currently only two).

- Guaranteed habitable worlds have been disabled for habitat start to balance things a bit. This means you have to expand further to encounter any habitable planets. I will probably change that in the future, adding something unique. You can enable guaranteed habitable worlds in common\solar_system_initializers\amaryllian_system_initializer.txt .

If you have already started a game on a habitat you will be prompted about government reform to enable new civic. In the near future choosing Children of the Void civic will be possible only at the start of the game.

This mod does not modify vanilla files. If you have a mod which adds additional districts to the habitats an UI mod is recommended, as vanilla game won't show more than four district types at once. (I use UI Overhaul Dynamic).

Source code is available on GitHub https://github.com/OldEnt/stellaris-habitat-start-amaryllis

Please report any bugs and suggest features or balance changes. Thank you for using my mod.
https://steamuserimages-a.akamaihd....830/F2CC662B0A16E5AFB3554FB42194D4B266540F4F/